Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life.
The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports.
Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning.
While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry.
Note:: A code for accessing HKPropel is included with all new print books.
Foreword: James OConnor, General Manager of the Pittsburgh Knights
Chapter 1. Introduction to Esports David P. Hedlund, RC Smith III, Gil Fried, Stanley Nana Anyang-Kaakyire, Sang-ho Lee, Michael Newhouse-Bailey, and Janelle E. Wells Introduction What Is Esports? A Brief History of Video Games and Esports The Esports Ecosystem Esports Platforms Types of Esports Games Esports Industry Statistics Conclusion Discussion Questions
Chapter 2. Levels of Esports RC Smith III, Robert Dranoff, Eric Kammeyer, Daniel Liang, Nick Rider, and Justin Smith Introduction Youth Esports High Schools and Pathways to College Collegiate Esports Collegiate Conferences Professional Esports Conclusion Discussion Questions
Chapter 3. Esports Culture and Issues Roger Caramanica, Aaron Colaiacomo, Rob Holub, Sang-ho Lee, John McDermott, Michael Newhouse-Bailey, Sheng Qiang, Ryan Rogers, Melissa Welby, and Ashley Witt Introduction Societal Perspectives of Gaming in the East and West Positive Impacts of Gaming Negative Impacts of Gaming Conclusion Discussion Questions
Chapter 4. Esports Stakeholders Gil Fried, Aaron Castellan, Aaron Colaiacomo, Clint Kennedy, Michael Newhouse-Bailey, and Sheng Qiang Introduction Tier 1 Stakeholders Tier 2 Stakeholders Tier 3 Stakeholders Conclusion Discussion Questions
Chapter 5. Esports Governance Gil Fried, Tobias M. Scholz, Jason Batzofin, Sang-ho Lee, Lance Mudd, Michael Newhouse-Bailey, and Colin Webster Introduction Defining Governance Types of Governance International Esports Federation (IESF) United States Esports Federation (USEF) Collegiate Organizations High School Organizations Governing Professional Esports Should Esports Be Governed the Way Sport Is Governed? Conclusion Discussion Questions
Chapter 6. Esports Marketing David P. Hedlund, Anthony Palomba, Lisa Cosmas Hanson, Michael Naraine, and Henry Wear Introduction The Five Ps of Esports Marketing Unique Aspects of Esports Marketing Marketing Esports to Players, Spectators, and Fans Spectator Motivations to Watch Esports Conclusion Discussion Questions
Chapter 7. Esports Sponsorship David Hedlund and Daniel Liang Introduction Understanding Sponsorship Types of Esports Sponsors Sponsorship Opportunities Issues Facing Properties and Sponsors Sponsorship Evaluation Conclusion Discussion Questions
Chapter 8. Esports Events RC Smith III, Gil Fried, Jide Osipitan, and David P. Hedlund Introduction Brainstorming and Setting Goals and Objectives Creating the Framework of the Event Event Bidding Event Budgeting Event Registration Event Management Postevent Evaluation Conclusion Discussion Questions
Chapter 9. Esports Venues Gil Fried, Alexander Champlin, Katelyn Chapin, and Matthew McGivern Introduction Large-Scale Esports Venues Small-Scale Esports Venues Designing Esports Spaces for Universities and Athletes of the Future Basics of Esports Facility Management Virtual Reality (VR) Arcades Conclusion Discussion Questions
Chapter 10. Esports Communications Anthony Palomba, Ryan Rogers, Aaron Colaiacomo, and David P. Hedlund Introduction Shoutcasting and Broadcasting in Esports Tools in Esports Communication Streaming Esports Communication and Sponsorship Esports Communication and Analytics Esports Communication, Fan Emotions, and Motivations Esports Communications and Social Media Esports Communications, Public Relations, and Crisis Activities Esports Communication and Employment Conclusion Discussion Questions
Chapter 11. Esports Finance and Economics Gil Fried Introduction The Business of Esports Basic Financial Concepts Budgeting for an Esports Team How to Read an Annual Report Esports Franchising and Entrepreneurship Conclusion Discussion Questions
Chapter 12. Esports Law Gil Fried, Graciano Gaillard, and Jason Chung Introduction Overview of Important Legal Concepts Intellectual Property (IP) Contract Law Liability Unionizing Esports Players Legal Rights of Esports Athletes Conclusion Discussion Questions
Chapter 13. Esports Team and Player Management David P. Hedlund, Matthew Williamson, Aaron Colaiacomo, Joanne Donoghue, Courtney James, Taylor Johnson, Ronald “Rambo” Kim, Raffaele Lauretta, John McDermott, Sheng Qiang, and Hallie Zwibel Introduction The Rise of Esports Coaching Esports Coaching as a Profession The Role of Coaches at Esports Competitions The Role of Coaches in Esports Organizations and Teams Collegiate Esports Organization, Management, and Operations Health and Wellness Considerations in Gaming and Esports Conclusion Discussion Questions
Chapter 14. Esports Careers Roger Caramanica, Lisa Cosmas Hanson, Taylor Johnson, Michael Newhouse-Bailey, and Tobias Scholz Introduction Esports Job Descriptions and Résumés Careers in Esports Careers in Competition Careers in Streaming and Content Creation Careers in Event Production Planning and Control Careers in Esports Marketing Careers in Esports Health and Wellness Careers in Game Design and Development International Careers Conclusion Discussion Questions
Afterword: Tobias Scholz
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